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Exploding Scientist Not Spawning Near Broadcast Tower

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Zanos
Posts: 1
Joined: Mon Aug 31, 2015 5:13 am

Exploding Scientist Not Spawning Near Broadcast Tower

Post by Zanos » Mon Aug 31, 2015 5:32 am

Hey Folks,


First off, the mod is excellent.


I'm having an issue though with the exploding scientist truck neat broadcast tower Kb5. The truck is there, and the explosion happens, but the scientist doesn't spawn. I know TTW moved around a lot of skillbooks, so I'm not sure if this is an actual bug or if that spawn was just removed. I made a few saves around the area and have tried triggering the event a couple times by walking towards it after restarting the game, same issue. I popped open the cell in FNVEDIT and couldn't find any relevant changes, although I may be looking in the wrong place. 


I used FOMM 0.14.11.19 for all FOMODS and Wyre Flash 17.1 for all my non-FOMOD mods. Install log is attached. Fallout 3 is steam GOTY.


Specs




  • Operating System


  • Windows 8.1 Pro 64-bit


  • CPU


  • Intel Core i7 4790K @ 4.00GHz 43 °C


  • Haswell 22nm Technology


  • RAM


  • 16.0GB Dual-Channel DDR3 @ 1066MHz (9-11-11-31)


  • Motherboard


  • Gigabyte Technology Co., Ltd. Z97X-Gaming 5 (SOCKET 0) 28 °C


  • Graphics


  • Acer H236HL (1920x1080@60Hz)


  • Acer H226HQL (1920x1080@60Hz)


  • Intel HD Graphics 4600 (Gigabyte)


  • 4096MB ATI AMD Radeon R9 200 Series (XFX Pine Group) 47 °C


  • Storage


  • 232GB Samsung SSD 840 EVO 250GB (SSD) 34 °C


  • 2794GB Seagate ST3000DM001-1ER166 (SATA) 31 °C


Load Order




  • 00  FalloutNV.esm


  • 01  DeadMoney.esm


  • 02  HonestHearts.esm


  • 03  OldWorldBlues.esm


  • 04  LonesomeRoad.esm


  • 05  GunRunnersArsenal.esm


  • 06  ClassicPack.esm


  • 07  MercenaryPack.esm


  • 08  TribalPack.esm


  • 09  CaravanPack.esm


  • 0A  Fallout3.esm


  • 0B  Anchorage.esm


  • 0C  ThePitt.esm


  • 0D  BrokenSteel.esm


  • 0E  PointLookout.esm


  • 0F  Zeta.esm


  • 10  TaleOfTwoWastelands.esm


  • 11  TTWFixes.esm


  • 12  Project Nevada - Core.esm


  • 13  oHUD.esm


  • 14  FCOMaster.esm


  • 15  Project Nevada - Equipment.esm


  • 16  Project Nevada - Rebalance.esp


  • 17  Project Nevada - Cyberware.esp


  • 18  WMVM.esm


  • 19  Project Nevada - Extra Options.esm


  • ++  TTW_StashPackOptions.esp


  • 1A  TTW_SpeechChecks.esp


  • 1B  DarNifiedUINV.esp


  • 1C  Project Nevada - Rebalance Complete.esp


  • 1D  Perception_And_Vats_Accuracy.esp


  • 1E  Vats_Range.esp


  • 1F  Project Nevada - All DLC.esp


  • 20  WeaponModsExpanded.esp


  • 21  christinecos.esp


  • 22  Project Nevada - Cyberware Additions.esp


  • 23  Project Nevada - TTW.esp


  • 24  TTWOptions.esp


  • 25  TTW_OutcastTrading.esp


  • 26  Project Nevada - WMX.esp


  • 27  AmmoCraftingSchematics.esp


  • 28  UHNV.esp


  • 29  UHNV-Honest Hearts.esp


  • 2A  The Weapon Mod Menu.esp  [Version 1.2]


  • 2B  UHNV-Dead Money.esp


  • 2C  UHNV-OWB.esp


  • 2D  UHNV-Lonesome Road.esp


  • 2E  UHNV-Entrance Tool Addon.esp


  • 2F  The Mod Configuration Menu.esp  [Version 1.5]


  • **  WMX-ArenovalisTextures.esp


  • 30  FCO - GlowingOne.esp


  • 31  FCO - Playable Races.esp


  • 32  fco_ttw.esp


  • 33  Bashed Patch, 0.esp


 


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

From reading the wiki, it

Post by TrickyVein » Mon Aug 31, 2015 5:45 am

From reading the wiki, it seems like this is a bug which can occur in Fallout 3.


You could try following the advice there on the wiki page.



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